uniform mat4 u_projectionMatrix;
uniform mat4 u_viewMatrix;

attribute vec4 a_position;
attribute vec2 a_texCoord;

varying vec2 v_texCoord;

void main() {
    mat4 pvm = u_projectionMatrix * u_viewMatrix;

    // gl_Position = vec4(a_position.x, a_position.z, 0.0, 1.0);
    gl_Position = pvm * a_position;
    gl_PointSize = 40.0;

    v_texCoord = a_texCoord;
}